- 創建腳本CreateAsset > 繼承ScriptableObject > 添加CreateAssetMenu特性;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu]
public class CreateAsset : ScriptableObject
{
public int age;
public string usename;
public string password;
}
2. 在Editor文件夾下創建CreateAssetEditor腳本 > 添加MenuItem特性
using UnityEditor;
using UnityEngine;
public class CreateAssetEditor
{
[MenuItem("Assets/Create ScriptObject")]
static void CreateScriptObject()
{
CreateAsset createAsset = ScriptableObject.CreateInstance<CreateAsset>();
createAsset.age = 18;
createAsset.usename = "lisi";
createAsset.password = "111111";
AssetDatabase.CreateAsset(createAsset, "Assets/Resources/NewCreateAsset.asset");
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
}
使用[MenuItem(“Assets/Create ScriptObject”)] 特性來擴展編輯器, 作用是在 Assets菜單欄中添加了一個Create ScriptObject 的下拉菜單選項;
點擊CreateScriptObject就會出現下圖中新建的Asset配置文件;
**注意:**用來加載Asset配置中的數據;
CreateAsset createAsset = Resources.Load<CreateAsset>("CreateAsset");